Systems and methods for multi-media content sharing and management

ABSTRACT

Methods and systems for allowing players to interactively play a game in real-time in a virtual gaming venue are disclosed. The players can interact with each other while playing the game in the venue on their computing devices. Further, players in the venue can play a separate instance of the game concurrently without effecting other players. The method includes gathering a scoring data for the players during a game play in the venue. The scoring data of the players may be used to compute a leaderboard data. The method also includes displaying the leaderboard data at the computing devices in real-time, and aggregating the scoring data of each player for multiple games played by the players. The method includes aggregating the scoring data of each player for a pre-defined time interval such as, weekly, monthly, yearly, and so forth, and using the aggregated scoring data of players for gaming contests.

TECHNICAL FIELD

The presently disclosed embodiments relate to the field of managingmulti-media content in a network. More specifically, embodiments of thepresent disclosure relate to gaming systems and methods facilitatingcreation of an interactive gaming environment for players or users toplay games and compete with other players on their computing devices.

BACKGROUND

With the advent of the Internet®, the people all around the world remainconnected to each other for both business and personal uses. The peoplemay use computing devices such as, mobile phones, smart phones, tabletcomputer, computer, laptops, and so forth, to communicate or interactwith each other in a network. Further, people may also use theircomputing devices to share and boast their capabilities and to pursuetheir hobbies for example, for playing games. Further, with growingpopularity of social networking platforms, such as Facebook®, Twitter®,etc., there is a scope of convergence of the multi-media content withthe interactive gaming. This may allow the people to boast theircapabilities and analytical skills by proving their excellence withtheir friends in real-time. Further, with this convergence theinteractive gaming techniques can be re-vitalized.

SUMMARY

The present disclosure provides a multi-media content management systemfor enabling a number of players to interactively play at least one gamewith each other in real-time on a number of computing devices associatedwith the plurality of players. The system includes a venue managementdevice configured to manage a plurality of virtual gaming venuesincluding at least one lobby. The at least one lobby may enable theplayers to play the at least one game on the computing devices. Thesystem also includes player interaction management device configured toenable the players to interact and compete with each other while playingthe at least one game in at least one virtual gaming venue of theplurality of virtual gaming venues. The system also includes a gamemanagement device configured to allow the players present in the atleast one virtual gaming venue to play a separate instance of the atleast one game concurrently. The system further includes a scoremanagement device configured to manage scoring data of the players bygathering a game score for each of the players during playing of the atleast one game; compute a leaderboard data based on the managed scoringdata, wherein the leaderboard data includes an arrangement of theplayers in at least one of an ascending and a descending order based onthe game score of each of the players; and aggregate a game score of theeach of the players for a number of games played by the players on thecomputing devices. The system also includes a presentation deviceconfigured to display a graphical user interface at a display of thecomputing devices for playing of the at least one game. The presentationdevice is also configured to display the leaderboard data at the displayof the computing devices associated with each of the players inreal-time. Further, the system includes a contest management device formanaging the aggregated scoring data of each of the players for at leastone gaming contest. The at least one gaming contest involves one or moreplayers of the players.

Another embodiment of the present disclosure provides a method forenabling a number of players to interactively play at least one game inreal-time on a number of computing devices associated with the players.The method includes managing, by a venue management device, a number ofvirtual gaming venues including at least one lobby. The at least onelobby may enable the players to play the at least one game on thecomputing devices. The method also includes enabling, by a playerinteraction management device, the players to interact and compete witheach other while playing the at least one game in at least one virtualgaming venue of the virtual gaming venues. The method further includesdisplaying, by a presentation device, a graphical user interface at adisplay of the computing devices for playing of the at least one game.The method further includes allowing, by a game management device, theplayers present in the at least one virtual gaming venue to play aseparate instance of the at least one game concurrently. The method alsoincludes managing, by a score management device, scoring data of theplayers by gathering a game score for each of the players during playingof the at least one game. The method further includes computing, by thescore management device, a leaderboard data based on the managed scoringdata. The leaderboard data may include an arrangement of the players inat least one of an ascending and a descending order based on the gamescore of each of the players. The method further includes aggregating,by the score management device, a game score of the each of the playersfor a number of games played by the players on the computing devices.The method also includes displaying, by the presentation device, theleaderboard data at the display of the computing device associated witheach of the plurality of players in real-time; and managing, by acontest management device, the aggregated scoring data of each of theplurality of players for at least one gaming contest. The at least onegaming contest may involve one or more players of the number of players.

In another embodiment, a method for presenting interactive multi-mediacontent to one or more users in a network. The method includespresenting, by a presentation device, near real-time content on a numberof computing devices associated with the one or more users. Themulti-media content may include advertisements, game updates, andscoring data of multiple users. The method also includes presenting, bythe presentation device, isolated and unique gaming content for a numberof virtual gaming venues including at least one lobby where a number ofgames being played or accessed by the users on the computing devices.The at least one lobby may be a digital waiting area where the users aregrouped up to play a game of the games. One or more of the users presentin one of the virtual gaming venues plays at least one game with otherusers present within the same virtual gaming venue.

In yet another embodiment, multi-media interactive content presentationsystem is disclosed. The multi-media interactive content presentationsystem includes a presentation device configured to present nearreal-time content on a number of computing devices associated with anumber of users. The presentation device is also configured to presentisolated and unique gaming content for a number of virtual gaming venuesincluding at least one lobby where a number of games being played oraccessed by the users on the computing devices. The at least one lobbymay be a digital waiting area where the users are grouped up to play agame of the games. One or more of the users present in one of thevirtual gaming venues plays at least one game with other users presentwithin the same virtual gaming venue.

BRIEF DESCRIPTION OF THE DRAWINGS

Non limiting and non exhaustive embodiments of the present invention aredescribed with reference to the following drawings. In the drawings,like reference numerals refer to like parts throughout the variousfigures unless otherwise specified.

For a better understanding of the present invention, reference will bemade to the following Detailed Description, which is to be read inassociation with the accompanying drawings, wherein:

FIG. 1 illustrates an exemplary environment for managing multi-mediacontent on multiple computing devices in a network, in accordance withan embodiment of the present disclosure;

FIG. 2 illustrates another exemplary environment for managingmulti-media content on multiple computing devices in a network, inaccordance with another embodiment of the present disclosure;

FIG. 3 is a block diagram that illustrates structural components of anexemplary multi-media content management device, in accordance with anembodiment of the present disclosure;

FIG. 4 is a block diagram that illustrates structural components ofanother exemplary multi-media content management device, in accordancewith another embodiment of the present disclosure;

FIGS. 5A-5C is a flowchart illustrating a method enabling a number ofplayers to interactively play at least one game in real-time on a numberof computing devices associated with the players, in accordance with anembodiment of the present disclosure and

FIG. 6 is a flowchart illustrating a method for presenting interactivemulti-media content to one or more users in a network, in accordancewith an embodiment of the present disclosure.

The headings used herein are for organizational purposes only and arenot meant to be used to limit the scope of the description or theclaims. As used throughout this application, the word “may” is used in apermissive sense (i.e., meaning having the potential to), rather thanthe mandatory sense (i.e., meaning must). To facilitate understanding,like reference numerals have been used, where possible, to designatelike elements common to the figures.

DETAILED DESCRIPTION

The presently disclosed subject matter is described with specificity tomeet statutory requirements. However, the description itself is notintended to limit the scope of this patent. Rather, the inventors havecontemplated that the claimed subject matter might also be embodied inother ways, to include different steps or elements similar to the onesdescribed in this document, in conjunction with other present or futuretechnologies. Moreover, although the term “step” may be used herein toconnote different aspects of methods employed, the term should not beinterpreted as implying any particular order among or between varioussteps herein disclosed unless and except when the order of individualsteps is explicitly described.

Reference throughout this specification to “a select embodiment,” “oneembodiment,” or “an embodiment” means that a particular feature,structure, or characteristic described in connection with the embodimentis included in at least one embodiment of the disclosed subject matter.Thus, appearances of the phrases “a select embodiment,” “in oneembodiment,” or “in an embodiment” in various places throughout thisspecification are not necessarily referring to the same embodiment.

Furthermore, the described features, structures, or characteristics maybe combined in any suitable manner in one or more embodiments. In thefollowing description, numerous specific details are provided, toprovide a thorough understanding of embodiments of the disclosed subjectmatter. One skilled in the relevant art will recognize, however, thatthe disclosed subject matter can be practiced without one or more of thespecific details, or with other methods, components, materials, etc. Inother instances, well-known structures, materials, or operations are notshown or described in detail to avoid obscuring aspects of the disclosedsubject matter.

All numeric values are herein assumed to be modified by the term“about,” whether or not explicitly indicated. The term “about” generallyrefers to a range of numbers that one of skill in the art would considerequivalent to the recited value (i.e., having the same or substantiallythe same function or result). In many instances, the terms “about” mayinclude numbers that are rounded to the nearest significant figure.

The recitation of numerical ranges by endpoints includes all numberswithin that range (e.g., 1 to 5 includes 1, 1.5, 2, 2.75, 3, 3.80, 4,and 5).

As used in this specification and the appended claims, the singularforms “a,” “an,” and “the” include or otherwise refer to singular aswell as plural referents, unless the content clearly dictates otherwise.As used in this specification and the appended claims, the term “or” isgenerally employed to include “and/or,” unless the content clearlydictates otherwise.

The following detailed description should be read with reference to thedrawings, in which similar elements in different drawings are identifiedwith the same reference numbers. The drawings, which are not necessarilyto scale, depict illustrative embodiments and are not intended to limitthe scope of the disclosure.

Overview

The present disclosure provides a multi-media content managing methodsand systems for allowing a number of players to interactively sharemulti-media content in a network. In some embodiments, the multi-mediacontent managing system allows the players (or users) to play a gamewith each other in real-time in a virtual gaming venue or environment.The gaming content of multiple players is managed by a multi-mediacontent management system. Each of the players may access the virtualgaming venue on their associated computing device. The virtual gamingvenue may be a virtual environment that may be available to the playersfor playing one or more games in a network. The players can interactwith each other while playing the game in the virtual gaming venue.Further, each of the players present in the virtual gaming venue canplay a separate instance of the game concurrently without effectingother players. The method also includes gathering a scoring data foreach of the players during a game play in the virtual gaming venue. Thescoring data of the players may be used to compute a leaderboard data.The leaderboard data may arrange the players in an ascending ordescending order based on their scoring data. The leaderboard data mayalso indicate the players who are lagging behind in the game play, andwho are ahead of other players. The method may also include displayingthe leaderboard data at a display of each of the computing devices inreal-time. The method may also include aggregating the scoring data ofeach player for multiple games played by the each player on thecomputing device. The method may include aggregating the scoring data ofeach player for a pre-defined time interval such as, weekly, monthly,yearly, and so forth. The method may also include using the aggregatedscoring data of each player for one or more gaming contests. The gamingcontests may involve more than one player. The gaming contests mayinclude weekly contests, monthly contests, and so forth.

Exemplary Embodiments

FIG. 1 illustrates an exemplary environment 100 for managing multi-mediacontent on multiple computing devices 102 a-102 b in a network 106, inaccordance with an embodiment of the present disclosure. The environment100 primarily includes a server device 108, and a number of users orplayers 104 a-104 n having an associated computing device of thecomputing devices 102 a-102 n. Examples of the computing devices 102a-102 n may include, but are not limited to, personal computers, mobilecellular phones, smart phones, tablet computers, laptop computers, andso forth. The server device 108 may also include a multi-media contentmanagement system or device 110 for allowing a number of players orusers 104 a-104 n to interactively play a game with each other inreal-time in a virtual gaming venue. The users 104 a-104 n can accessthe multi-media content management system 110 via the network 106.Hereinafter, the users 104 a-104 n may be collectively referred as users104 or players 104.

The multi-media content management system or device 110 may be asoftware, hardware, firmware, or combination of these. Further, themulti-media content management system or device 110 may include multipleprocessors or hardware devices.

The multi-media content management system or device 110 may beconfigured to manage multiple virtual gaming venues including at leastone lobby where multiple players or users 104 a-104 n can play at leastone game. The lobby may be a digital waiting area where the users 104a-104 n are grouped up to play a game. The lobby may allow a set ofplayers/users 104 a-104 n to play a same game at the same time and tocompete with each other for the highest score. Each of the lobby maycycle through different games, with periods of breaks in between eachlobby session. A lobby session may represent a single period of timewhere the users 104 a-104 n may play a single game and compete againsteach other. In some embodiments, lobbies may be unique per location andmay exist for each virtual gaming venue. Each of the players or users104 a-104 n can access one or more of the virtual gaming venues on theirassociated computing device 102. The virtual gaming venue is a virtualenvironment, which is available to the players or users 104 a-104 n forplaying at least one game in the network 106.

The multi-media content management system or device 110 is furtherconfigured to represent each of the players 104 (which are playing agame) using at least one virtual player in the at least one lobby. In anembodiment, the at least one virtual player is a pre-defined virtualplayer and the players 104 selects the at least one virtual player inreal-time. The multi-media content management system or device 110 isfurther configured to capture behavioral data of the at least onevirtual player being controlled by each of the players/users 104 duringthe playing of the at least one game based on a response of each of theplurality players/users 104 in at least one virtual situation presentedduring the playing of the at least one game. The multi-media contentmanagement system or device 110 is further configured to analyze thecaptured behavioral data of the at least one virtual player to identifya player profile for the at least one virtual player. The player profilemay be associated with the players 104 and the player profile may bedifferent for each of the players 104. The multi-media contentmanagement system or device 110 is further configured to change avirtual gaming venue on at least one graphical user interface of atleast one of the computing devices 102 a-102 n during playing of the atleast one game in real-time based on the identified player profile forthe at least one virtual player.

The multi-media content management system or device 110 may also beconfigured to allow the players 104 to interact and compete with eachother while playing a game in the virtual gaming venue. The multi-mediacontent management system or device 110 may also be configured to allowthe players 104 present in one of the virtual gaming venues to play aseparate instance of the game concurrently. For example, more than oneplayer can play a same game with other users or alone on theirrespective phones at a same time. The multi-media content managementsystem or device 110 may also be configured to allow the one or more ofthe players 104 to resume the at least one game on one or more of thecomputing devices 102 a-102 n. In an embodiment, the multi-media contentmanagement system or device 110 is configured to allow a player of theplayers 104 to resume the at least one game on more than one computingdevices 102 a-102 n, where the more than one computing devices 102 a-102n have different associated device identifiers and are present atdifferent locations. For example, two friends playing a game and onereceives a call and want to leave and resume it on next time so nexttime system automatically detects their devices and ask them whetherthey want to resume or start a new one.

In another embodiment, the gaming sever also have a resume capability ofprevious games played on devices by identifying the various computingdevices, whether in past it links to single player or multi playerpresence. For example, two friends playing a game and one receives acall and want to leave and resume it on next time so next time systemautomatically detects their devices and ask them whether they want toresume or start a new one.

The multi-media content management system or device 110 may beimplemented on multiple server present at different location that canwork only on single entity which is the disclosed game server or theserver like XYZ is our system's name and it is present in variouslocations with same game server and device, and have a resume capabilitywith automatic identification of user. So whether a user goes in sameparlor or any other location gaming system will ask him to “If he wantsto resume his old game or start a new one” independent of user'slocation.

The multi-media content management system or device 110 may also beconfigured to manage scoring data of the players 104 by gatheringscoring data or a game score for each of the players 104 during aplaying of the at least one game (or a game play) in the virtual gamingvenue. The multi-media content management system or device 110 may alsobe configured to compute a leaderboard data based on the managed scoringdata of the players 104. The leaderboard data may include an arrangementof the players 104 in either an ascending or descending order based onthe game score of each of the players 104. The leaderboard data may alsoindicate the players 104 who are lagging behind in the game play, andwho are ahead of other players 104 in at least one game based on theirscoring data. The multi-media content management system or device 110may also be configured to display the leaderboard data at a display (notshown) of each of the computing devices 102 a-102 n in real-time.

In an embodiment, the multi-media content management system or device110 may also be configured to aggregate a game score of each of theplayers 104 for multiple games played by each of the players 104 on thecomputing devices 102 a-102 n. The multi-media content management systemor device 110 may also be configured to aggregate the scoring data ofeach of the players 104 for a pre-defined time interval such as, hourly,weekly, monthly, yearly, and so forth. The multi-media contentmanagement system or device 110 also uses or manages the aggregatedscoring data of each of the players 104 for at least one gaming contest.The at least one gaming contest may involve one or more of the players104. The gaming contests may include weekly contests, monthly contests,and so forth.

The multi-media content management system or device 110 is alsoconfigured to authenticate an identity of each of the computing devices102 a-102 n based on a unique device identifier associated with the eachof the computing devices 102 a-102 n.

FIG. 2 illustrates another exemplary environment 200 for managingmulti-media content on a number of computing devices 202 a-202 n in anetwork 206, in accordance with another embodiment of the presentdisclosure. The environment 200 may include a number of users 204 a-204n having at least one of the computing devices 202 a-202 n. Thecomputing devices 202 a-202 n (hereinafter 202) may include at least oneof a number of multi-media content management systems 208 a-208 n(hereinafter 208). The computing devices 202 a-202 n may interact witheach other via the network 206.

Each of the multi-media content management system 208 may allow theusers 204 a-204 n to interactively play a game with each other inreal-time in a virtual gaming venue. The users 204 a-204 n (hereinafter204) can access the multi-media content management system 208 via thenetwork 206. Hereinafter, the users 204 a-204 n may be collectivelyreferred as the users 204 or players 204.

The multi-media content management system 208 may be configured tomanage multiple virtual gaming venues including at least one lobby wheremultiple players or users 204 can play at least one game. Each of theplayers or users 204 can access one or more of the virtual gaming venueson their associated computing device 202. The virtual gaming venue is avirtual environment, which is available to the players or users 204 forplaying one or more games in the network 206.

The multi-media content management system 208 may also be configured toallow the players 204 to interact and compete with each other whileplaying a game in the virtual gaming venue. The multi-media contentmanagement system 208 may also be configured to allow the players 204present in one of the virtual gaming venues to play a separate instanceof the game concurrently.

The multi-media content management system 208 may also be configured tomanage scoring data of the players 204 by gathering scoring data foreach of the players 204 during a game play in the virtual gaming venue.The multi-media content management system 208 may also be configured tocompute a leaderboard data based on the scoring data of the players 204.The leaderboard data may arrange the players 204 in an ascending ordescending order based on their scoring data. The leaderboard data mayalso indicate the players 204 who are lagging behind in the game play,and who are ahead of other players 204 or users in the game. Themulti-media content management system 208 may also be configured todisplay the leaderboard data at a display (not shown) of each of thecomputing devices 202 in real-time.

The multi-media content management system 208 may also be configured toaggregate the scoring data of each of the players 204 for multiple gamesplayed by each of the players 204 on the computing devices 202. Themulti-media content management system 208 may also be configured toaggregate the scoring data of each of the players 204 for a pre-definedtime interval such as, weekly, monthly, yearly, and so forth. Themulti-media content management system 208 also uses the aggregatedscoring data of each of the players 204 for one or more gaming contests.The gaming contests may involve more than one of the players 204. Thegaming contests may include weekly contests, monthly contests, and soforth.

In some embodiments, the multi-media content management system 208 maybe configured to present multi-media interactive content on thecomputing devices 202. Further, the multi-media content managementsystem 208 may present isolated and unique multi-media content such as,but not limited to, gaming content, for multiple virtual gaming venuesin an interactive gaming environment on the computing devices 202. Eachof the virtual gaming venues may also include at least one lobby where anumber of games may be played or accessed by multiple users 204 on theirrespective computing devices 202. Further, one or more of the players orusers 204 present in one of the multiple virtual gaming venues can playat least one game with other players or users 204 present in the samevirtual gaming venue.

In some embodiments, the multi-media content may include advertisements,game updates, and scoring data of multiple users or players 204, and soforth. The functioning of the multi-media content management system 208a-208 n is similar to the multi-media content management system 110 asdescribed with reference to FIG. 1.

FIG. 3 is a block diagram that illustrates structural components of anexemplary multi-media content management system or device 300, inaccordance with an embodiment of the present disclosure. The multi-mediacontent management device or system 300 may primarily include a venuemanagement device 302, a player interaction management device 304, agame management device 306, a score management device 308, apresentation device 310, a contest management device 312, and anauthentication device 314.

The multi-media content management system or device 300 may allow anumber users or players such as the users 104 to interactively play agame with each other in real-time in a virtual gaming venue. The venuemanagement device 302 may be configured to manage multiple virtualgaming venues including at least one lobby where multiple players canplay at least one game. The lobby may enable the users/players 104 toplay at least one game on the computing devices 102 a-102 n, such assmart phones. The lobby may be a digital waiting area where the users104 can be grouped up to play a game. The lobby may allow a set of theusers 104 to play a same game at the same time and to compete with eachother for the highest score. Each of the lobby may cycle throughdifferent games, with periods of breaks in between each lobby session.The lobby may be unique per location and may exist for each virtualgaming venue. Each of the players 104 access one or more of the virtualgaming venues on their associated computing device. The virtual gamingvenue is a virtual environment, which is available to the players 104for playing one or more games in a network (such as the network 106).

The venue management device 302 is further configured to represent eachof players 104 using at least one virtual player in the at least onelobby. The at least one virtual player is a pre-defined virtual player.Further, each of the players 104 may select the at least one virtualplayer in real-time.

The player interaction management device 304 may be configured to enablethe plurality of players 104 to interact and compete with each otherwhile playing the at least one game in at least one virtual gamingvenue.

The game management device 306 may be configured to allow the players orusers 104 that are present in the at least one virtual gaming venue toplay a separate instance of the at least one game concurrently. The gamemanagement device 306 is further configured to allow the one or more ofthe players 104 to resume the at least one game on one or more of thecomputing devices 102 a-102 n. Further, the game management device 306may be configured to allow each of the players 104 to resume the atleast one game on more than one of the computing devices 102 a-102 n. Inan embodiment, the more than one of the computing devices 102 a-102 nhave different associated device identifiers and are present atdifferent locations. Example of the device identifier may include, butis not limited to, an International Mobile Equipment Identity (IMEI).

The score management device 308 may be configured to manage scoring dataof the players or users 104 by gathering scoring data or a game scorefor each of the players 104 during playing of the at least one game inthe virtual gaming venue. The score management device 308 may also beconfigured to compute a leaderboard data based on the managed scoringdata or the game score of the players 104. The leaderboard data mayarrange the players 104 in an ascending or descending order based ongame score of the players 104 or the scoring data. The leaderboard datamay also indicate the players 104 who are lagging behind in the gameplay, and who are ahead of other players 104. The score managementdevice 308 may also be configured to aggregate a game score of the eachof the players 104 for a number of games played by the players 104 onthe computing devices 102 a-102 n. The score management device 308 mayalso be configured to aggregate the game score of the each of theplayers 104 for a pre-defined time interval, such as, but not limitedto, weekly, hourly, monthly, yearly, and so forth.

In some embodiments, the score management device 308 is configured tocapture behavioral data of the at least one virtual player beingcontrolled by each of the players 104 during the playing of the at leastone game based on a response of each of the players 104 in at least onevirtual situation presented during the playing of the at least one game.The score management device 308 may be configured to analyze thecaptured behavioral data of the at least one virtual player to identifya player profile for the at least one virtual player.

The presentation device may be configured to display the leaderboarddata at a display of each of the computing devices 102 in real-time. Thescore management device 308 may also be configured to aggregate thescoring data of each of the players 104 for multiple games played byeach of the players 104 on the computing devices 102. The scoremanagement device 308 may also be configured to aggregate the scoringdata of each player for a pre-defined time interval such as, weekly,monthly, yearly, and so forth. The presentation device 310 may also beconfigured to change a virtual gaming venue on at least one graphicaluser interface of at least one of the computing devices 102 a-102 nduring playing of the at least one game in real-time based on theidentified player profile for the at least one virtual player associatedwith at least one of the players 104.

The multi-media content management system or device 300 also includesthe contest management device 312 for managing or using the aggregatedscoring data of each of the players 104 for at least one gaming contest.The at least one gaming contest may involve more than one of the players104. The gaming contests may include hourly contests, weekly contests,monthly contests, and so forth.

The multi-media content management system or device 300 also includesthe authentication device 314 configured to authenticate an identity ofeach of the computing devices 102 a-102 n based on a unique deviceidentifier associated with the each of the computing devices 102 a-102n.

FIG. 4 is a block diagram that illustrates structural components ofanother exemplary multi-media content management system or device 400,in accordance with another embodiment of the present disclosure. Themulti-media content management device 400 may primarily include a videooutput device 402, a presentation device 404, a content distributionnetwork 406, a game processor system 408, a management platform 410, andan end-user intractable platform 412.

The video output device 402 is configured to display all contentincluding games, advertising, and end-user performance reports, digitalpresentation to the users such as the users 104 and 204. The end userperformance reports may be displayed on the video output device 402 orend-user interactable platform 412. Examples of the end-user performancereport may include, but are not limited to, current rankings for a lobbysession, current player points for a week, current player points for themonth, and so forth. In some embodiments, the video output device 402present the content on the computing devices 202 of the users 204. Thedigital presentation may include a set of slides and cutaways that mayrun in sequential or random order. A slide may be a presentation contentitem that has been prepared ahead of time, and stored in the contentdistribution network (CDN) 406. A cutaway may be a presentation contentitem that includes one or more slides, and may have dynamicallygenerated content that is handled by the presentation device 404. Thecutaway may be displayed on or by the video output device 402. This data(slides, cutaways etc.) may be packaged in common formats such as, butnot limited to, HRML, XML, and so forth, or by using custom proprietaryformats. The digital presentation may be configured in the managementplatform 410. The presentation content may be individual elementsforming a slide or cutaway. Each of the element may consist of images,video, and text, either dynamically generated on demand or prepared inadvance and stored within the CDN 406.

The computing devices 202 may be end-user devices used by the users 204to access and play games within the virtual gaming venue. Examples ofthe computing devices 202 may include, but are not limited to, personalcomputers, mobile cellular phones, smart phones, tablet computers,laptop computers, and so forth. The games may be available in HTML5 ornative applications running on the end-user consumer device. Multiplegames are played in sequential order with periods of time or breaks inbetween each game session. Games may be used for a predetermined periodsof time, where metrics are collected. Any metrics that are capturedduring the interaction (e.g. Scores, Points, etc.) may be sent to thelobbies through the game processor system (or device) 408.

The presentation device 404 may include a small computing deviceincluding a physical HDMI/S-Video/RCA/VGA/DVI video output interface.The presentation device 404 may also include an additional port forinserting a presentation input device (not shown). The presentationinput device may be a generic input device capable of processing mouseor keyboard input. The input device may be connected via a wirelessconnection (such as Bluetooth®, ZigBee, radio frequency 4 for consumerelectronics (RF4CE), Wi-MAX, and so forth) or physically tethered todevice by wired connection. The presentation device 404 may be poweredeither by a wall power outlet, or via a USB cable in the video outputdevice 402. The presentation device 404 may process the data prepared bythe management platform 410 and downloaded from the content distributionnetwork 406. The presentation device 404 may take the data and rendersor display the digital presentation. The presentation device 404 needsto be configured, so that it can retrieve the correct data for a givenuser from the content distribution network 406.

The content distribution network (or CDN) 406 may serve static contentfrom the network such as the Internet® in a performant manner to manyend-users and video output device(s) 402. The content is usually createdin the management platform 410 and uploaded into the contentdistribution network 406. Further, the digital presentation data may bestored in the CDN 406. The gaming assets may be made available to theusers via the CDN 406.

The game processor system 408 may be responsible for managing playerscoring information and game state for players in different lobbies ofvirtual gaming venues. The game processor system or device 408 may becapable of handling multiple lobbies and providing unique games to theend-user per virtual gaming venue.

The management platform 410 may allow select administrators to makechanges to the content that will be displayed on the video output device402. The management platform may also be configured to make changes todigital presentation and presentation data or content and subsequentlymake this data available in the CDN 406. The management platform mayalso include a content management system (CMS) for collecting scoringdata from at least one lobby of at least one virtual gaming venue. Thelobby may be a digital waiting area where the users 204 (or 104) aregrouped up to play a game. The lobby may allow a set of the users 204 toplay a same game at the same time and to compete with each other for thehighest score. Each of the lobby may cycle through different games, withperiods of breaks in between each lobby session. Lobbies may be uniqueper location and may exist for each virtual gaming venue. The CMS mayalso determine reward points for the players based on the number ofplayers and the number of points or scoring data scored during a gamingsession in the at least one lobby. Further, the reward points may beglobally tracked in the network. This means the points or score pointsmay not be unique to specific to a particular location. The CMS may usethe score points for preparing end-user performance reports and forreconciling contest winners. Examples of the end-user performance reportmay include, but are not limited to, current rankings for a lobbysession, current player points for a week, current player points for themonth, and so forth. Further, the CMS may determine the reward pointsafter completion of each gaming session of the at least one lobby.Further, the CMS may store and manage weekly/monthly reward points foreach of the players along with location of the players.

The end-user interactable platform 412 may be an interface to theend-users (such as the users 104 or 204) for allowing them to play gamesand receive end-user performance reports. Examples of the end-userperformance report may include, but are not limited to, current rankingsfor a lobby session, current player points for a week, current playerpoints for the month, and so forth.

FIGS. 5A-5C is a flowchart illustrating a method 500 enabling a numberof players, such as players 104 as discussed in FIG. 1, to interactivelyplay at least one game in real-time on a number of computing devices,such as computing devices 102 a-102 n, associated with the players 104,in accordance with an embodiment of the present disclosure. As discussedwith reference to FIG. 3, the multi-media content management system ordevice 300 may allow a number users or players such as the users/players104 to interactively play a game with each other in real-time in avirtual gaming venue.

At step 502, multiple virtual gaming venues including at least one lobbyare managed. In an embodiment, the venue management device 302 may beconfigured to manage the multiple virtual gaming venues including the atleast one lobby where multiple players can play at least one game. Thelobby may enable the users/players 104 to play at least one game on anumber of computing devices, such as smart phones. The lobby may be adigital waiting area where the users 104 can be grouped up to play agame. The lobby may allow a set of the users 104 to play a same game atthe same time and to compete with each other for the highest score. Eachof the lobby may cycle through different games, with periods of breaksin between each lobby session. The lobby may be unique per location andmay exist for each virtual gaming venue. Each of the players access oneor more of the virtual gaming venues on their associated computingdevice. The virtual gaming venue is a virtual environment, which isavailable to the players for playing one or more games in a network(such as the network 106).

At step 504, the players 104 are enabled to interact and compete witheach other while playing at least one game in at least one virtualgaming venue. In some embodiment, the player interaction managementdevice 304 enables the players 104 to interact and compete with eachother while playing the at least one game in the at least one virtualgaming venue. At step 506, a graphical user interface is displayed at adisplay of each of the computing devices 102 a-102 n for playing of theat least one game. In an embodiment, the presentation device 310displays the graphical user interface at the display.

Then at step 508, players 104 present in the at least one virtual gamingvenue are allowed to play a separate instance of the at least one gameconcurrently. In an embodiment, the game management device 306 allowsthe players 104 to play the separate instance of the at least one gameconcurrently. At step 510, scoring data of the players 104 is managed.In some embodiments, the score management device 308 manages the scoringdata of the players or users 104 by gathering scoring data or a gamescore for each of the players 104 during playing of the at least onegame in the virtual gaming venue. Then, at step 512, a leaderboard datais computed based on the managed scoring data. The score managementdevice 308 may also be configured to compute a leaderboard data based onthe managed scoring data or the game score of the players 104. Theleaderboard data may arrange the players 104 in an ascending ordescending order based on game score of the players 104 or the scoringdata. The leaderboard data may also indicate the players 104 who arelagging behind in the game play, and who are ahead of other players 104.

At step 514, a game score of each of the players 104 for a number ofgames played at the computing devices 102 a-102 n is aggregated. In someembodiments, the score management device 308 is configured to aggregatethe game score of the each of the players 104 for the games played bythe players 104 on the computing devices 102 a-102 n. The scoremanagement device 308 may also be configured to aggregate the game scoreof the each of the players 104 for a pre-defined time interval, such as,but not limited to, weekly, hourly, monthly, yearly, and so forth.

Then at step 516, the leaderboard data is displayed at the display ofthe computing devices 102 a-102 n in real-time. In some embodiments, thepresentation device 310 displays the leaderboard data at the display ofthe computing devices 102 a-102 n in real-time. Thereafter, at step 518,the aggregated scoring data of the players 104 is managed for at leastone gaming contest. The at least one gaming contest may involve one ormore of the players 104. The gaming contests may include hourlycontests, weekly contests, monthly contests, and so forth.

FIG. 6 is a flowchart illustrating a method 600 for presentinginteractive multi-media content to one or more users, such as the users104 of FIG. 1, in a network such as the network 106, in accordance withan embodiment of the present disclosure. As discussed with reference toFIG. 1, multiple users 104 can access multi-media content on theirassociated computing devices 102 a-102 n

At step 602, near real-time content is presented on a number ofcomputing devices, such as the computing devices 102 a-102 n. Themulti-media content may include advertisements, game updates, andscoring data of the multiple users 104. As discussed with reference toFIG. 3, the presentation device 310 may present the near real timecontent. Further, the near real-time content may include multimediacontent such as, game related content.

At step 604, isolated and unique gaming content for a number of virtualgaming venues is presented on the computing devices 102 a-102 n. Thevirtual gaming venues may include at least one lobby where a number ofgames are being played or accessed by the users 104 on the computingdevices 102 a-102 n. The at least one lobby may be a digital waitingarea where the users 104 are grouped up to play a game of the pluralityof games. One or more of the users 104 may be present in one of thevirtual gaming venues plays at least one game with other users 104present within the same virtual gaming venue. In an embodiment, thepresentation device 310 presents the isolated and unique gaming contentfor the virtual gaming venues on the computing devices 102 a-102 n.

An embodiment of the present disclosure provides a multi-media contentmanagement system that allows a number of players to interactively playa game with each other in real-time in a virtual gaming venue. Themulti-media content management system may include a venue managementdevice configured to manage multiple virtual gaming venues including atleast one lobby where multiple players can play at least one game. Thelobby may be a digital waiting area where the users are grouped up toplay a game. The lobby may allow a set of the users to play a same gameat the same time and to compete with each other for the highest score.Each of the lobby may cycle through different games, with periods ofbreaks in between each lobby session. Lobbies may be unique per locationand may exist for each virtual gaming venue. Each of the players accessone or more of the virtual gaming venues on their associated computingdevice. The virtual gaming venue is a virtual environment which isavailable to the players for playing one or more games in a network. Themulti-media content management system also includes a player interactionmanagement device configured to allow the players to interact andcompete with each other while playing a game in the virtual gamingvenue. The multi-media content management system may also include a gamemanagement device configured to allow the players present in one of thevirtual gaming venues to play a separate instance of the gameconcurrently. The multi-media content management system may also includea score management device configured to manage scoring data of theplayers by gathering scoring data for each of the players during a gameplay in the virtual gaming venue. The score management device may alsobe configured to compute a leaderboard data based on the scoring data ofthe players. The leaderboard data may arrange the players in anascending or descending order based on their scoring data. Theleaderboard data may also indicate the players who are lagging behind inthe game play, and who are ahead of other players. The multi-mediacontent management system may also include a presentation deviceconfigured to display the leaderboard data at a display of each of thecomputing devices in real-time. The score management device may also beconfigured to aggregate the scoring data of each player for multiplegames played by each player on the computing device. The scoremanagement device may also be configured to aggregate the scoring dataof each player for a pre-defined time interval such as, weekly, monthly,yearly, and so forth. The multi-media content management system alsoinclude a contest management device for using the aggregated scoringdata of each of the players for one or more gaming contests. The gamingcontests may involve more than one player. The gaming contests mayinclude weekly contests, monthly contests, and so forth.

A further embodiment of the present disclosure provides a method forpresenting multi-media interactive content on various computing devicesconnected to a network. The method includes presenting isolated andunique multi-media content such as, gaming content, for multiple virtualgaming venues in an interactive gaming environment on the computingdevices. Each of the virtual gaming venues may also include at least onelobby where a number of games may be played or accessed by multipleusers or players on their respective computing devices. Further, one ormore of the players or users present in one of the multiple virtualgaming venues can play at least one game with other players present inthe same virtual gaming venue.

Another embodiment of the present disclosure provides a multi-mediacontent presentation system. The multi-media content may include gamingcontent. The system includes a presentation device for presenting nearreal-time content on a number of computing devices associated with anumber of users. The presentation device is also configured to presentisolated and unique gaming content for multiple virtual gaming venues inan interactive gaming system. Each of the virtual gaming venues may alsoinclude at least one lobby where a number of games may be played oraccessed by multiple users on their respective computing devices. Thelobby may be a digital waiting area where the users are grouped up toplay a game. The lobby may allow a set of the users to play a same gameat the same time and to compete with each other for the highest score.Each of the lobby may cycle through different games, with periods ofbreaks in between each lobby session. Lobbies may be unique per locationand may exist for each virtual gaming venue. Further, one or more of theplayers present in one of the multiple virtual gaming venues can play atleast one game with other players present in the same virtual gamingvenue.

A yet another embodiment of the present disclosure provides a method forpresenting interactive multi-media content to one or more users in anetwork. The method may include presenting near real-time content on anumber of computing devices associated with the users or players. Themulti-media content may include advertisements, game updates, andscoring data of multiple users.

A further embodiment of the present disclosure provides an interactivemulti-media content presentation system. The system includes apresentation device configured for presenting near real-time content ona number of computing devices associated with a number of users. Themulti-media content may include advertisements, game updates, andscoring data of multiple users or players.

Embodiments of the present disclosure provide methods and systems forallowing players to interactively play a game in real-time in a virtualgaming venue. The players can interact with each other while playing thegame in the venue on their computing devices. Further, players in thevenue can play a separate instance of the game concurrently withouteffecting other players. The method includes gathering a scoring datafor the players during a game play in the venue. The scoring data of theplayers during a game play in the venue. The scoring data of the playersmay be used to computer a leaderboard data. The method also includesdisplaying the leaderboard data at the computing device in real-time,and aggregating the scoring data of each player for multiple gamesplayed by the players. The method includes aggregating the scoring dataof each player for a pre-defined time interval such as, weekly, monthly,yearly, and so forth, and using the aggregated scoring data of playersfor gaming contests.

In an embodiment, the disclosed systems and methods may be based onartificial intelligence (AI). In one implementation, the disclosedmulti-media content sharing management system may include an artificialintelligence (AI) engine to track player attributes and game states of agiven electronic game, such as a multiplayer electronic card game hostedby a virtual dealer. The virtual dealer may be embodied as a video,hologram, or robot. The AI engine may select speech and gestures for thevirtual dealer based on the game states and player attributes. Theplayer attributes may be retrieved from a player tracking system of themulti-media content sharing management system, from an identifier cardcarried by the player, and from machine perception of the player in realtime. In an embodiment, the AI engine may determine emotions for thevirtual dealer to portray, based on circumstances. Supported by the AIengine, the virtual dealer may personalize dialogue, provideinformation, and perform card and chip tricks. The AI engine may alsoanimate a virtual player and select interactions between the virtualdealer and the virtual player based on game states and attributes of thehuman players.

In another embodiment, a distributed gaming platform is provided wheremobile devices (e.g., a Smartphone) with motion sensors may be used asinput controllers of a game. The distributed gaming platform may includea cloud-based gaming rules engine that may manage multiple players andthe content for display in the game. The game output is displayed on anyweb-enabled display, which is physically distinct from the mobiledevice. Multiple players may simultaneously play the same game, ordifferent games, in multiple geographic locations.

In another embodiment, a method of synchronizing a portable device withan online user account is provided. The method may include establishinga first connection between the portable device and an onlineapplication. The method may also include receiving data from the onlineapplication concerning the online user account, including a persona. Themethod may further include updating the portable device with a portableuser account corresponding to the online user account, including thepersona. The method may also include terminating the first connectionbetween the portable device and the online application. The method mayfurther include recording modifications to the portable user account onthe portable device after terminating the first connection, establishinga second connection between the portable device and the onlineapplication. The method may further include uploading the modificationsto the portable user account recorded on the portable device to theonline application, and updating the portable user account according tomodifications to the online user account performed by the onlineapplication to synchronize the portable user account with the onlineuser account.

In an other embodiment, systems and methods are provided that facilitatea connected gaming experience for multiple players utilizing multipledisparate devices. A game service affords playing a game over acommunication framework, which can include a wired and/or a wirelesslocal area and wide area networks, as well as access to a globalpositioning system. The game service may allow users to play a game onmultiple devices, seamlessly switching devices at desired times andlocations. In addition, the game service affords community-drivendevelopment of a game, as well as customization, through thecommunication framework. The latter also facilitates exchange of variouscontents among players, and between a player and the game service: (a)news, (b) advertising, (c) alerts, and (d) participant's real-worldpositioning information. Real-world embedding into a game is facilitatedby the game service in combination with global tracking informationreceived through the communication framework.

In another embodiment, a non-transitory computer-implemented method forenhancing the experience of a first player controlling a first avatar ina computer game by causing a speaker to play a theme is disclosed. Thenon-transitory computer-implemented method includes the steps of: (a)causing a processor to determine a context for the first avatar based ona first avatar's location in a virtual world; (b) causing a processor toselect a groove level responsive to characteristics of the firstavatar's virtual location, wherein the groove level may be an indicativeof one of an excitement and a tension level; (c) causing a processor toplay, at a non-zero output level, through a speaker, a background themebased on the first avatar's location and the selected groove level; (d)causing a processor to receive first instructions from the first player,the first instructions causing the first avatar to play a first melody,the first melody being chosen by the first player from among a pluralityof available melodies; (e) causing a processor to receive secondinstructions from a second player, the second instructions causing asecond avatar to play a second melody, the second melody being chosen bythe second player; and (f) causing a processor to transform the firstmelody in response to the background theme and to the second melody bycarrying out one of melody transposition and tempo matching.

In another embodiment, systems and methods to provide graphical userinterfaces in computer-implemented multiplayer games is provided. Thegraphical user interface may include a friends panel that is operablebetween a collapsed condition and an expanded condition. The friendspanel may provide friends information display functionality, socialnetwork management functionality, and/or messaging functionality both inthe collapsed condition and in the expanded condition. In the collapsedcondition, the friends panel may comprise a friends bar that shows a rowof friend cards or chiclets associated with respective friends of a hostplayer associated with a displayed game instance, the friends bar beingclear of a view of a virtual in-game environment shown in the gamedisplay, while the expanded friends panel may comprise a grid of friendcards or chiclets that functionally obscures the in-game environment.

The methods and systems disclosed above can be implemented offline i.e.without a network. For example, the methods and systems may beimplemented in offline applications that may be installed or executed ona computing device.

In one embodiment, a system and method for integrating player trackingand cash access in a casino or other gaming environment is disclosed.One aspect of the present disclosure may allow for fund access andmanagement wherein gaming machines, such as slot machines or on-linevirtual gaming machines, may receive playable credits directly from apatron's banking or credit card account. Another aspect of the presentinvention disclosure relates to integrating player tracking and cashaccess transactions by allowing the players to provide a player trackingcard for each financial transaction conducted in a gaming environment.In return, the casino issues gaming or bonus points to the players forallowing their transactions to be tracked. Yet another aspect of thepresent invention disclosure consolidates the players' financial accountinformation into a single casino database. Players can subsequentlycredit or debit cash from the players' financial accounts using anyassociated customer identification cards or otherwise receive suchcredits in other forms that permit negotiations, including quasi-cashdocuments.

In an embodiment, a data analytics system for a video game (or amulti-media content management system) where a player can interact withthe video game through an avatar representing his/her own persona withina virtual gaming environment is provided. The data analytics system mayinclude a data gathering module, a game modifying module, and ananalytics module. The data gathering module associated with the game maygather data about the behavior of the avatar under the control of theplayer in response to virtual situations presented to the player withinthe game. The analytics module may analyze the data collected by thedata gathering module data to identify a player profile based on thegathered data relating to the behaviour of the avatar under the controlof the player. The game modifying module may modify the virtual gamingenvironment based on the identified profile of the player or a group ofplayers.

Further, in an embodiment, a gaming server is disclosed that may have anintelligent feature to identify various computing devices by theirunique ids (ex. IMEI no. In case of smart phones, ssid) and no otherauthentication information needed like user id and password.

In another embodiment, the gaming sever also have a resume capability ofprevious games played on devices by identifying the various computingdevices, whether in past it links to single player or multi playerpresence. For example, two friends playing a game and one receives acall and want to leave and resume it on next time so next time systemautomatically detects their devices and ask them whether they want toresume or start a new one.

Another embodiment of the present disclosure provides a differentlocation based gaming parlor that can work only on single entity whichis the disclosed game server or the server like XYZ is our system's nameand it is present in various locations with same game server and device,and have a resume capability with automatic identification of user. Sowhether a user goes in same parlor or any other location gaming systemwill ask him to “If he wants to resume his old game or start a new one”independent of user's location.

Embodiments of the disclosure are also described above with reference toflowchart illustrations and/or block diagrams of methods, apparatus(systems) and computer program products. It will be understood that eachblock of the flowchart illustrations and/or block diagrams, andcombinations of blocks in the flowchart illustrations and/or blockdiagrams, may be implemented by computer program instructions. Thesecomputer program instructions may be provided to a processor of ageneral purpose computer, special purpose computer, or otherprogrammable data processing apparatus to produce a machine, such thatthe instructions, which execute via the processor of the computer orother programmable data processing apparatus, create means forimplementing the acts specified in the flowchart and/or block diagramblock or blocks.

These computer program instructions may also be stored in acomputer-readable memory that can direct a computer or otherprogrammable data processing apparatus to operate in a particularmanner, such that the instructions stored in the computer-readablememory produce an article of manufacture including instruction meanswhich implement the acts specified in the flowchart and/or block diagramblock or blocks. The computer program instructions may also be loadedonto a computer or other programmable data processing apparatus to causea series of operations to be performed on the computer or otherprogrammable apparatus to produce a computer implemented process suchthat the instructions which execute on the computer or otherprogrammable apparatus provide steps for implementing the acts specifiedin the flowchart and/or block diagram block or blocks.

In addition, methods and functions described herein are not limited toany particular sequence, and the acts or blocks relating thereto can beperformed in other sequences that are appropriate. For example,described acts or blocks may be performed in an order other than thatspecifically disclosed, or multiple acts or blocks may be combined in asingle act or block.

While the invention has been described in connection with what ispresently considered to be the most practical and various embodiments,it is to be understood that the invention is not to be limited to thedisclosed embodiments, but on the contrary, is intended to cover variousmodifications and equivalent arrangements.

What is claimed is:
 1. A multi-media content management system forenabling a plurality of players to interactively play at least one gamewith each other in real-time on a plurality of computing devicesassociated with the plurality of players, the system comprising: a venuemanagement device configured to manage a plurality of virtual gamingvenues including at least one lobby, wherein the at least one lobbyenables the plurality of players to play the at least one game on theplurality of computing devices; a player interaction management deviceconfigured to enable the plurality of players to interact and competewith each other while playing the at least one game in at least onevirtual gaming venue of the plurality of virtual gaming venues; a gamemanagement device configured to allow the plurality of players presentin the at least one virtual gaming venue to play a separate instance ofthe at least one game concurrently; a score management device configuredto: manage scoring data of the plurality of players by gathering a gamescore for each of the plurality of players during playing of the atleast one game; compute a leaderboard data based on the managed scoringdata, wherein the leaderboard data comprises an arrangement of theplurality of players in at least one of an ascending and a descendingorder based on the game score of each of the plurality of players; andaggregate a game score of the each of the plurality of players for aplurality of games played by the plurality of players on the pluralityof computing devices; a presentation device configured to: display agraphical user interface at a display of the plurality of computingdevices for playing of the at least one game; and display theleaderboard data at the display of the computing device associated witheach of the plurality of players in real-time; and a contest managementdevice for managing the aggregated scoring data of each of the pluralityof players for at least one gaming contest, wherein the at least onegaming contest involves one or more players of the plurality of players.2. The multi-media content management system of claim 1 furthercomprising an authentication device configured to authenticate anidentity of each of the plurality of computing devices based on a uniquedevice identifier associated with the each of the plurality of computingdevices.
 3. The multi-media content management system of claim 1,wherein the score management device is further configured to aggregatethe game score of the each of the plurality of players for a pre-definedtime interval.
 4. The multi-media content management system of claim 1,wherein the game management device is further configured to allow theone or more players to resume the at least one game on one or more ofthe plurality of computing devices.
 5. The multi-media contentmanagement system of claim 4, wherein the game management device isfurther configured to allow a player of the plurality of players toresume the at least one game on more than one computing devices, whereinthe more than one computing devices have different associated deviceidentifiers and are present at different locations.
 6. The multi-mediacontent management system of claim 1, wherein the venue managementdevice is further configured to represent each of the plurality ofplayers using at least one virtual player in the at least one lobby. 7.The multi-media content management system of claim 6, wherein the atleast one virtual player is a pre-defined virtual player, wherein theplurality of players selects the at least one virtual player inreal-time.
 8. The multi-media content management system of claim 7,wherein the score management device is further configured to: capturebehavioral data of the at least one virtual player being controlled byeach of the plurality of players during the playing of the at least onegame based on a response of each of the plurality of players in at leastone virtual situation presented during the playing of the at least onegame; and analyze the captured behavioral data of the at least onevirtual player to identify a player profile for the at least one virtualplayer.
 9. The multi-media content management system of claim 8, whereinthe presentation device is further configured to change a virtual gamingvenue on at least one graphical user interface of at least one of theplurality of computing devices during playing of the at least one gamein real-time based on the identified player profile for the at least onevirtual player.
 10. A method for enabling a plurality of players tointeractively play at least one game in real-time on a plurality ofcomputing devices associated with the plurality of players, the methodcomprising: managing, by a venue management device, a plurality ofvirtual gaming venues including at least one lobby, wherein the at leastone lobby enables the plurality of players to play the at least one gameon the plurality of computing devices; enabling, by a player interactionmanagement device, the plurality of players to interact and compete witheach other while playing the at least one game in at least one virtualgaming venue of the plurality of virtual gaming venues; displaying, by apresentation device, a graphical user interface at a display of theplurality of computing devices for playing of the at least one game;allowing, by a game management device, the plurality of players presentin the at least one virtual gaming venue to play a separate instance ofthe at least one game concurrently; managing, by a score managementdevice, scoring data of the plurality of players by gathering a gamescore for each of the plurality of players during playing of the atleast one game; computing, by the score management device, a leaderboarddata based on the managed scoring data, wherein the leaderboard datacomprises an arrangement of the plurality of players in at least one ofan ascending and a descending order based on the game score of each ofthe plurality of players; aggregating, by the score management device, agame score of the each of the plurality of players for a plurality ofgames played by the plurality of players on the plurality of computingdevices; displaying, by the presentation device, the leaderboard data atthe display of the computing device associated with each of theplurality of players in real-time; and managing, by a contest managementdevice, the aggregated scoring data of each of the plurality of playersfor at least one gaming contest, wherein the at least one gaming contestinvolve one or more players of the plurality of players.
 11. The methodof claim 11 further comprising authenticating, by an authenticationdevice, an identity of each of the plurality of computing devices basedon a unique device identifier associated with the each of the pluralityof computing devices.
 12. The method of claim 11 further comprisingaggregating, by the score management device, the game score of the eachof the plurality of players for a pre-defined time interval.
 13. Themethod of claim 11 further comprising, by the game management device,allowing the one or more players to resume the at least one game on oneor more of the plurality of computing devices.
 14. The method of claim13 further comprising allowing, by the game management device, a playerof the plurality of players to resume the at least one game on more thanone computing devices, wherein the more than one computing devices havedifferent associated device identifiers and are present at differentlocations.
 15. The method of claim 11 further comprising representing,by the venue management device, each of the plurality of players usingat least one virtual player in the at least one lobby.
 16. The method ofclaim 15, wherein the at least one virtual player is a pre-definedvirtual player, wherein the plurality of players selects the at leastone virtual player in real-time.
 17. The method of claim 16 furthercomprising: capturing, by the score management device, behavioral dataof the at least one virtual player being controlled by each of theplurality of players during the playing of the at least one game basedon a response of each of the plurality of players in at least onevirtual situation presented during the playing of the at least one game;and analyzing, by the score management device, the captured behavioraldata of the at least one virtual player to identify a player profile forthe at least one virtual player.
 18. The method of claim 17 furthercomprising changing, by the presentation device, a virtual gaming venueon at least one graphical user interface of at least one of theplurality of computing devices during playing of the at least one gamein real-time based on the identified player profile for the at least onevirtual player.
 19. A method for presenting interactive multi-mediacontent to one or more users in a network, comprising: presenting, by apresentation device, near real-time content on a plurality of computingdevices associated with the one or more users, wherein the multi-mediacontent comprising advertisements, game updates, and scoring data ofmultiple users; and presenting, by the presentation device, isolated andunique gaming content for a plurality of virtual gaming venues includingat least one lobby where a plurality of games being played or accessedby the plurality of users on the plurality of computing devices, whereinthe at least one lobby is a digital waiting area where the plurality ofusers are grouped up to play a game of the plurality of games, furtherwherein one or more of the plurality of users present in one of theplurality of virtual gaming venues plays at least one game with otherusers present within the same virtual gaming venue.
 20. A multi-mediainteractive content presentation system, comprising: a presentationdevice configured to: present near real-time content on a plurality ofcomputing devices associated with a plurality of users; and presentisolated and unique gaming content for a plurality of virtual gamingvenues including at least one lobby where a plurality of games beingplayed or accessed by the plurality of users on the plurality ofcomputing devices, wherein the at least one lobby is a digital waitingarea where the plurality of users are grouped up to play a game of theplurality of games, further wherein one or more of the plurality ofusers present in one of the plurality of virtual gaming venues plays atleast one game with other users present within the same virtual gamingvenue.